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===Weapon Skill=== The first dice roll barrier for determining who dies hit or not. Unlike most characteristics, having 1 more or less than your importance doesn't have as much impact on a unit's matchup but does matter the greater the disparity is, which more often happens when normal troops fight Elven and Chaos characters. from least to greatest the to-hit roll is as follows: *6+: Defender's WS is x2+3 >= of attacker's *5+: Defender's WS is x2 > of attacker's *4+: Defender's WS is x2 <= attacker's but of attacker's WS is x2 < Defender's *3+: Attacker's WS is > of Defender's *2+: Attacker's WS is x2 > of Defender's A simple +1 to WS doesn't matter too much outside getting a +1 to hit. Because of how little boosting by small numbers means, effects that allow a unit to reroll failed to hit rolls are common in Warhammer like the Hatred rule or Alway Strike First Rule while having higher initiative. As the brackets for the to-hit chances are tied to having a bigger disparity of WS with the opponent rather than just a larger number, making the ability to lower the enemy's WS like ''Melkoth's Mystifying Miasma'' from the lore of shadows a more valuable asset than just boosting your own, especially if your unit already has slightly more Weapons Skill. The Weapon Skill often ties into the eliteness of a unit so here is a quick lineup by order of slowest to quickest: *0 or -: Terrain and Warmachine, cast a spell or other debuffs without a "to a minimum of 1" clause - can't attack, and melee attacks auto-hit *WS 1: ''Melkoth's Mystifying Miasma'' like spell and/or stacking debuffs - most troops are hitting you on 2s and hitting back on 5s at best. *WS 2: Goblins, Skeletons & Zombies, Drafted Expentabel meatshield, a bad ''Melkoth's Mystifying Miasma'' roll, one instance of WS debuff - Not that bad, just getting hit on 3s and hitting back on 4s. Less when elites hit on 2+s. Elves are 5+, but you likely have buckets of dice if WS2 was your default. *WS 3: The majority of everyone and many monsters - Considered the default. From here, unless punching down, most things of equal or greater WS are 4+ to hit. *WS 4: Elite fighters that train their entire lives, Elves, Dwarfs, those support heroes that can hold their own in a fight - the 3 is meant to be the common man, but 4 are the guy your trying to get into combat. +1 to hit the common man but are often given gear designed to fight elite things, so don't always matter. *WS 5: In human lands, you would be the best sword in the region, Centuries-old Chaos warriors, Bloodletter, Daemonette, and the dedicated elven warriors - hitting most other troops on 3s, and those affected with ''Miasma'' will have a hard time. *WS 6: the greatest swords arms of the times, human lords, exalted champions of chaos, Vampires, elven elites- safe to say that you hitting everyone on 3 or better *WS 7, 8, 9: your named, an elf, or a chaos character. Fights between chaff are 2+ vs. 6/5+, but rarely this is not the best thing they should be fighting unless riding or they are a monster. *WS 10: You equipped the Fencer's Blades. - Hitting most on 2s and everthing else on 3s.
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